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Old 06-07-06, 09:50 PM   #10
HEMISENT
Ace of the Deep
 
Join Date: Feb 2003
Location: Northern Illinois
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Quote:
Originally Posted by Observer
I've two pieces of feedback on the malfunction and sabotage settings used in the Randomized events.cfg. The first is on the crash dive settings simulating a jammed dive. While I understand the intent, consider the implications for those situations where the crash dive depth is deeper than the crush depth of the submarine. This will result in odd uboat behavior described in the Crash Dive Blues thread here:
Your right, however when putting together the Sab/Mal mod I had no idea what was in the works with NYGM V2. As I understand it if you do not allow the crash dive to complete it's cycle the boat handles goofy with your anti-hummingbird settings. Obviously a few things will need to be changed around which is what I expected.


Quote:
Originally Posted by Observer
The other area is the Front/Rear ratio. Similar to the crash dive problem above, this is an area that probably shouldn't be touched. Again, the extra positive buoyancy of the stock models makes this less of a challenge, but it is still present an uncorrectable, a situation that really not possible since internal trim tanks and dive planes can usually compensate.
Another case of both of these projects going together at the same time.
As for the effects of f/r ratio in the std game they're just another semi-subtle annoyance to be dealt with but if it is as you say then the anti-hummingbird settings should give the player enough of an additional workout. I have no problem deleting the "trim" malfunction.

Quote:
Originally Posted by Observer
Finally, is there any consideration to storing the malfunctions or sabotage settings so that:

1) By the freak of random chance you don't keep getting hit by the same problem multiple times when reloading
2) Problems can be compared to a "repair table" so that a certain number of days (or hours) in game must pass before the problem is removed (at the next reload). Malfunctions could also be flagged as not repairable at sea (i.e. persistent). I am troubled by the possibility that I could, in theory have an equipment malfunction, end my session for the night (save and exit) then reload the next day to have the problem magically disappear.
3) Or are all problems persistent? If so then the point I outlined above on the F/R ratio really needs consideration, and I think you should consider that not all "malfunctions" are persistent.

It's a great idea. These are just my thoughts FWIW.
1)As far as being hit by the same problem multiple times-I suppose it's possible but has never happened to me yet.

2 & 3)Jscones and I went back and forth a bit about repairable vs non-repairable during a mission. It all boils down to "you can't please all the people all the time". It was decided to split the difference. As of right now the miscellaneous malfunctions are "non-repairable"(guns/radar/snort/scope etc.. The individual boat malfunctions engine/steering/battery etc are "repairable". Each player can easily go into Randomized events.CFG and change his settings to whatever may suit his individual preferances.

As I recall one option was to make a second seperate set of files, one set would be repairable and one set would be good for the entire mission.
Sort of like randomizing the random files. You may get an engine problem that will be "repaired" by save/exit or you may get the same problem that persists for the entire mission. What do you think?

In the end I did not want every single malfunction or act of sabotage to be debilitating for the entire mission. Some are definately going to require an immediate RTB while others will simply have to be dealt with by an ingenious crew. Others are borderline and it will be up to the Captain's discretion.
Please let me know your thoughts on this.
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